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tbResult Render(float fNumSecsPassed) { HRESULT hResult; tbMatrix mCamera = tbMatrixCamera(g_vCameraPosition, g_vCameraPosition+tbVector3(sinf(g_fCameraAngle),0.0f,cosf(g_fCameraAngle)), tbVector3(0.0f,1.0f,0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW,(D3DMATRIX*)(&mCamera)); float fAspect = (float)(g_Direct3DParameters.VideoMode.Width) / (float) (g_Direct3DParameters.VideoMode.Height); tbMatrix mProjection = tbMatrixProjection(g_fFOV,fAspect,0.1f,250.0f); g_pD3DDevice->SetTransform(D3DTS_PROJECTION,(D3DMATRIX*)(&mProjection)); // Den Bildpuffer und den Z-Buffer leeren if(FAILED(hResult = g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 63), 1.0f, 0))) { // Fehler beim Leeren! TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP); } if(FAILED(hResult = g_pD3DDevice->CreateVertexBuffer(8 * sizeof(SVertex),0,SVertex::dwFVF,D3DPOOL_MANAGED, &g_pVertexBuffer,NULL))) { TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer()",hResult,TB_ERROR) } if(FAILED(hResult = g_pD3DDevice->CreateIndexBuffer( 36 * sizeof(WORD),0,D3DFMT_INDEX16, D3DPOOL_MANAGED,&g_pIndexBuffer,NULL))) { TB_ERROR_DIRECTX("g_pD3DDevice->CreateIndexBuffer()",hResult,TB_ERROR) } // Szene beginnen SVertex* pvVertBuffer = NULL; WORD* pwIndBuffer = NULL; g_pD3DDevice->BeginScene(); for(int iCube = 0;iCube < g_iNumCubes;iCube++) { tbMatrix mTranslation = tbMatrixTranslation(g_SWUERFELLIST[iCube].vPosition); g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mTranslation)); g_pVertexBuffer->Lock(iCube*8*sizeof(SVertex),8*sizeof(SVertex),(void**)(&pvVertBuffer),D3DLOCK_NOSYSLOCK); g_pIndexBuffer->Lock(iCube * 36 * sizeof(WORD),36*sizeof(WORD),(void**)(&pwIndBuffer),D3DLOCK_NOSYSLOCK); for(int i=0;i<8;i++) { pvVertBuffer[i].vPosition = g_SWUERFELLIST[iCube].avVertices[i].vPosition; pvVertBuffer[i].dwColor = g_SWUERFELLIST[iCube].avVertices[i].dwColor; pvVertBuffer[i].vTexture = g_SWUERFELLIST[iCube].avVertices[i].vTexture; } g_pVertexBuffer->Unlock(); for(int i=0;i<36;i++) { pwIndBuffer[i] = g_awIndices[i]; } if(FAILED(hResult = g_pIndexBuffer->Unlock())) { TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive", hResult, TB_STOP); } g_pD3DDevice->SetStreamSource(0,g_pVertexBuffer,0,sizeof(SVertex)); g_pD3DDevice->SetIndices(g_pIndexBuffer); if(FAILED(hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12))) { TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive", hResult, TB_STOP); } } // Szene beenden g_pD3DDevice->EndScene(); // Der große Moment: den Bildpuffer sichtbar machen g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TB_OK; } |
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